Code-quality review on Task 5: - I1: Concerns was unscoped (CurrentlyEquippedLocation != None) → an NPC's wielded item (which also carries that wire field) triggered spurious full repaints. Narrowed to (WielderId==p || ContainerId==p), matching InventoryController; OnObjectMoved's from/to-player backstop still catches unwield-into-a-side-bag. Populate's own scope already prevented wrong data; this kills the wasted repaints. - I2: replaced the dual-`index++` (assign-vs-skip) with a for-i loop; SlotIndex = SlotMap position (= the drag payload's SourceSlot on unwield). - M1/M2: comment that the cell's SpriteResolve + the discrete-slot accept/ reject ring (0x060011F9/F8, not the grid insert-arrow) are factory-provided. - Added two behavioral tests: a live player wield repaints the slot (ObjectMoved → Concerns → Populate); an NPC's wielded item never appears on the doll (player-scoping). - Synced the stale spec §4b/§6c/§8 to the Task-3 Option-1 reality (the optimistic wield is ContainerId-based and does NOT write WielderId). App suite 580 passed / 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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| .. | ||
| AcDream.App | ||
| AcDream.Cli | ||
| AcDream.Core | ||
| AcDream.Core.Net | ||
| AcDream.Plugin.Abstractions | ||
| AcDream.Plugins.Smoke | ||
| AcDream.UI.Abstractions | ||
| AcDream.UI.ImGui | ||